[Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator
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Subject: |
[Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up |
From: |
"Marcelo Burda" <mburda@xxxxxxxxx> |
Date: |
Fri, 6 Aug 2004 11:31:29 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=9627 >
Hi all,
I correct this some problems with generator parameters as map.deserts
than are not % but whas converted to % then no more used as %, now
that are % and are used as %. mountains was some problem with this too
now is a % of the land and not of the map!.
i make some clean ups and begin to developing the concept of placing
all terrains types at some times.
some body can correct doc? now all terrains parameters are %like (if
add do 100)
Marcelo
diff -ruN -Xfreeciv/diff_ignore freeciv/common/map.h freeciv_/common/map.h
--- freeciv/common/map.h 2004-08-06 09:30:55.000000000 +0200
+++ freeciv_/common/map.h 2004-08-06 18:16:40.409243152 +0200
@@ -618,7 +618,7 @@
#define MAP_MIN_SEED 0
#define MAP_MAX_SEED (MAX_UINT32 >> 1)
-#define MAP_DEFAULT_LANDMASS 30
+#define MAP_DEFAULT_LANDMASS 35
#define MAP_MIN_LANDMASS 15
#define MAP_MAX_LANDMASS 85
@@ -626,11 +626,11 @@
#define MAP_MIN_RICHES 0
#define MAP_MAX_RICHES 1000
-#define MAP_DEFAULT_MOUNTAINS 30
+#define MAP_DEFAULT_MOUNTAINS 10
#define MAP_MIN_MOUNTAINS 10
#define MAP_MAX_MOUNTAINS 100
-#define MAP_DEFAULT_GRASS 35
+#define MAP_DEFAULT_GRASS 55
#define MAP_MIN_GRASS 20
#define MAP_MAX_GRASS 100
@@ -646,7 +646,7 @@
#define MAP_MIN_RIVERS 0
#define MAP_MAX_RIVERS 100
-#define MAP_DEFAULT_FORESTS 20
+#define MAP_DEFAULT_FORESTS 12
#define MAP_MIN_FORESTS 0
#define MAP_MAX_FORESTS 100
diff -ruN -Xfreeciv/diff_ignore freeciv/server/mapgen.c freeciv_/server/mapgen.c
--- freeciv/server/mapgen.c 2004-08-06 09:30:56.689617432 +0200
+++ freeciv_/server/mapgen.c 2004-08-06 18:19:59.567966424 +0200
@@ -76,7 +76,10 @@
static int *height_map;
static int maxval=0;
-static int forests=0;
+static int forests_to_be_placed =0;
+static int deserts_to_be_placed=0;
+static int grass_to_be_placed=0;
+static int plains_to_be_placed=0;
struct isledata {
int goodies;
@@ -93,13 +96,26 @@
/* An estimate of the linear (1-dimensional) size of the map. */
#define SQSIZE MAX(1, sqrt(map.xsize * map.ysize / 1000))
+/* define the 4 region of a Earth like map
+ =========================================================
+ 0-COLD_LV cold region: most ice/tundra/mountains
+ COLD_LV-TREOPICAL_LV temperate region: all terrains types
+ TROPICAL_LV-WET_LV tropical dry region: most dessert/mountains
+ WET_LV-MAX_TEMP tropical wet region: most jungle/mountains
+*/
+#define COLD_LEVEL (10 * MAX_TEMP / 100)
+#define TROPICAL_LEVEL (65 * MAX_TEMP / 100)
+#define WET_LEVEL (80 * MAX_TEMP / 100)
+
/* used to create the poles and for separating them. In a
* mercator projection map we don't want the poles to be too big. */
#define ICE_BASE_LEVEL \
((!topo_has_flag(TF_WRAPX) || !topo_has_flag(TF_WRAPY)) \
/* 5% for little maps; 2% for big ones */ \
? MAX_TEMP * (3 + 2 * SQSIZE) / (100 * SQSIZE) \
- : 5 * MAX_TEMP / 100 /* 5% for all maps */)
+ : COLD_LEVEL / 2 /* for all maps */)
+
+#define T_NOTPLACED T_UNKNOWN
/****************************************************************************
Returns the temperature of this map position. This is a value in the
@@ -283,24 +299,39 @@
}
/**************************************************************************
- make_mountains() will convert all squares that are higher than thill to
+ Checks if land has not yet been placed on tile at (x, y)
+**************************************************************************/
+static bool not_placed(x, y)
+{
+ return map_get_terrain(x, y) == T_NOTPLACED;
+}
+
+/**************************************************************************
+ make_relief() will convert all squares that are higher than thill to
mountains and hills. Notice that thill will be adjusted according to
the map.mountains value, so increase map.mountains and you'll get more
hills and mountains (and vice versa).
+ TODO: extend to place abys/ocean/sea relief in oceans
**************************************************************************/
-static void make_mountains(int thill)
+static void make_relief()
{
- int mount;
- int j;
+ int mount, total;
+ int j, thill = maxval * 0.8;
for (j = 0; j < 10; j++) {
mount = 0;
+ total = 0;
whole_map_iterate(x, y) {
- if (hmap(x, y) > thill) {
- mount++;
+ if(not_placed(x,y)) {
+ total++;
+ if (hmap(x, y) > thill) {
+ mount++;
+ }
}
} whole_map_iterate_end;
- if (mount < (map_num_tiles() * map.mountains) / 1000) {
+
+ if (mount < total * map.mountains / (map.mountains + map.swampsize
+ + map.forestsize + map.deserts + map.grasssize )) {
thill *= 95;
} else {
thill *= 105;
@@ -309,11 +340,11 @@
}
whole_map_iterate(x, y) {
- if (hmap(x, y) > thill && !is_ocean(map_get_terrain(x,y))) {
+ if (not_placed(x,y) && hmap(x, y) > thill) {
/* Randomly place hills and mountains on "high" tiles. But don't
* put hills near the poles (they're too green). */
if (myrand(100) > 75
- || map_temperature(x, y) <= MAX_TEMP / 10) {
+ || map_temperature(x, y) <= COLD_LEVEL) {
map_set_terrain(x, y, T_MOUNTAINS);
} else if (myrand(100) > 25) {
map_set_terrain(x, y, T_HILLS);
@@ -369,9 +400,9 @@
T = map_temperature(map_x, map_y); /* temperature parameter */
ptile = map_get_tile(map_x, map_y);
if (T < 1.5 * ICE_BASE_LEVEL) {
- ptile->terrain = T_GRASSLAND;
+ ptile->terrain = T_NOTPLACED;
} else if ((T <= 2 * ICE_BASE_LEVEL) && myrand(10) > 4 ) {
- ptile->terrain = T_GRASSLAND;
+ ptile->terrain = T_NOTPLACED;
}
} whole_map_iterate_end;
}
@@ -386,8 +417,8 @@
whole_map_iterate(x, y) {
int T = map_temperature(x, y);
- if (map_get_terrain(x, y) == T_GRASSLAND
- && (2 * ICE_BASE_LEVEL > T || myrand(MAX_TEMP/5) > T)) {
+ if (not_placed(x, y)
+ && (2 * ICE_BASE_LEVEL > T || myrand(2 * COLD_LEVEL) > T)) {
map_set_terrain(x, y, T_TUNDRA);
}
} whole_map_iterate_end;
@@ -401,8 +432,8 @@
whole_map_iterate(x, y) {
int T = map_temperature(x, y);
- if (map_get_terrain(x, y) == T_GRASSLAND
- && myrand(15 * MAX_TEMP / 100) > T - ICE_BASE_LEVEL
+ if (not_placed(x, y)
+ && myrand(1.5 * COLD_LEVEL) > T - ICE_BASE_LEVEL
&& T <= 3 * ICE_BASE_LEVEL) {
map_set_terrain(x, y, T_ARCTIC);
}
@@ -423,14 +454,16 @@
{
const int DeltaT = MAX_TEMP / (3 * SQSIZE);
+ if(deserts_to_be_placed <= 0) { return; }
+
if (abs(hmap(x, y) - height) < diff
- && map_get_terrain(x, y) == T_GRASSLAND) {
+ && not_placed(x, y)) {
map_set_terrain(x, y, T_DESERT);
+ deserts_to_be_placed--;
cardinal_adjc_iterate(x, y, x1, y1) {
make_desert(x1, y1, height,
diff - 1 - abs(map_temperature(x1, y1) - base_T) / DeltaT,
base_T);
-
} cardinal_adjc_iterate_end;
}
}
@@ -445,15 +478,16 @@
{
int nat_x, nat_y, T;
+ if(forests_to_be_placed <= 0) { return; }
map_to_native_pos(&nat_x, &nat_y, map_x, map_y);
T = map_temperature(map_x, map_y);
- if (map_get_terrain(map_x, map_y) == T_GRASSLAND) {
- if (T > 8 * MAX_TEMP / 10
- && myrand(1000) > 500 - 300 * (T * 1000 / MAX_TEMP - 800)) {
+ if (not_placed(map_x, map_y)) {
+ if (T > WET_LEVEL && myrand(100) > 50) {
map_set_terrain(map_x, map_y, T_JUNGLE);
} else {
map_set_terrain(map_x, map_y, T_FOREST);
}
+ forests_to_be_placed--;
if (abs(hmap(map_x, map_y) - height) < diff) {
cardinal_adjc_iterate(map_x, map_y, x1, y1) {
if (myrand(10) > 5) {
@@ -461,47 +495,108 @@
}
} cardinal_adjc_iterate_end;
}
- forests++;
}
}
/**************************************************************************
- makeforest calls make_forest with random grassland locations until there
- has been made enough forests. (the map.forestsize value controls this)
+ maketexture calls make_forest, make_dessert with random free locations
+ until there has been made enough. it place grassland and plains too.
**************************************************************************/
-static void make_forests(void)
+static void make_texture(void)
{
int x, y;
- int forestsize = (map_num_tiles() * map.forestsize) / 1000;
+ int total = 0;
+ whole_map_iterate(x, y) {
+ if(not_placed(x,y)) {
+ total++;
+ }
+ } whole_map_iterate_end;
+
+ forests_to_be_placed = total * map.forestsize
+ / ( map.forestsize + map.deserts + map.grasssize );
+
+ deserts_to_be_placed = total * map.deserts
+ / ( map.forestsize + map.deserts + map.grasssize );
- forests = 0;
+ grass_to_be_placed = total * map.grasssize / 2
+ / ( map.forestsize + map.deserts + map.grasssize );
+
+ plains_to_be_placed = total
+ - forests_to_be_placed - deserts_to_be_placed - grass_to_be_placed;
do {
- /* Place one forest clump anywhere. */
- if (rand_map_pos_temperature(&x, &y,
- MAX_TEMP / 10, MAX_TEMP,
- T_GRASSLAND)) {
- make_forest(x, y, hmap(x, y), 25);
- } else {
- /* If rand_map_pos_temperature returns FALSE we may as well stop
- * looking. */
- break;
+ if(forests_to_be_placed > 0) {
+ /* Place one forest clump anywhere. */
+ if (rand_map_pos_temperature(&x, &y,
+ (COLD_LEVEL + ICE_BASE_LEVEL) / 2, MAX_TEMP,
+ T_NOTPLACED)) {
+ make_forest(x, y, hmap(x, y), 25);
+ } else {
+ /* If rand_map_pos_temperature returns FALSE we may as well stop
+ * looking for forest. */
+ forests_to_be_placed = 0;
+ }
+
+ /* Now add another tropical forest clump. */
+ if (rand_map_pos_temperature(&x, &y,
+ WET_LEVEL, MAX_TEMP,
+ T_NOTPLACED)) {
+ make_forest(x, y, hmap(x, y), 25);
+ }
+
+ /* And add a cold forest clump (10%-30% temperature). */
+ if (rand_map_pos_temperature(&x, &y,
+ (COLD_LEVEL + ICE_BASE_LEVEL) / 2,
+ 1.5 * COLD_LEVEL,
+ T_NOTPLACED)) {
+ make_forest(x, y, hmap(x, y), 25);
+ }
}
- /* Now add another tropical forest clump (70-100% temperature). */
- if (rand_map_pos_temperature(&x, &y,
- 7 *MAX_TEMP / 10, MAX_TEMP,
- T_GRASSLAND)) {
- make_forest(x, y, hmap(x, y), 25);
+ if(deserts_to_be_placed > 0) {
+ /* Choose a random coordinate between 20 and 30 degrees north/south
+ * (deserts tend to be between 15 and 35; make_desert will expand
+ * them). */
+ if (rand_map_pos_temperature(&x, &y,
+ TROPICAL_LEVEL, WET_LEVEL,
+ T_NOTPLACED)){
+ make_desert(x, y, hmap(x, y), 50, map_temperature(x, y));
+ } else {
+ /* If rand_map_pos_temperature returns FALSE we may as well stop
+ * looking for dessert. (convert to plains */
+ plains_to_be_placed += deserts_to_be_placed;
+ deserts_to_be_placed = 0;
+ }
}
- /* And add a cold forest clump (10%-30% temperature). */
- if (rand_map_pos_temperature(&x, &y,
- 1 * MAX_TEMP / 10, 3 * MAX_TEMP / 10,
- T_GRASSLAND)) {
- make_forest(x, y, hmap(x, y), 25);
+ if(grass_to_be_placed > 0) {
+ if (rand_map_pos_temperature(&x, &y,
+ COLD_LEVEL, MAX_TEMP,
+ T_NOTPLACED)){
+ map_set_terrain(x, y, T_GRASSLAND);
+ grass_to_be_placed--;
+ } else {
+ /* If rand_map_pos_temperature returns FALSE we may as well stop
+ * looking for grass. */
+ grass_to_be_placed = 0;
+ }
+ }
+
+ if(plains_to_be_placed > 0) {
+ if (rand_map_pos_temperature(&x, &y,
+ COLD_LEVEL, MAX_TEMP,
+ T_NOTPLACED)){
+ map_set_terrain(x, y, T_PLAINS);
+ plains_to_be_placed--;
+ } else {
+ /* If rand_map_pos_temperature returns FALSE we may as well stop
+ * looking for grass. */
+ plains_to_be_placed = 0;
+ }
}
- } while (forests < forestsize);
+
+ } while (forests_to_be_placed > 0 || deserts_to_be_placed > 0 ||
+ grass_to_be_placed > 0 || plains_to_be_placed > 0);
}
/**************************************************************************
@@ -521,7 +616,7 @@
return;
}
rand_map_pos(&x, &y);
- if (map_get_terrain(x, y) == T_GRASSLAND
+ if (not_placed(x, y)
&& hmap(x, y) < (maxval * 60) / 100) {
map_set_terrain(x, y, T_SWAMP);
cardinal_adjc_iterate(x, y, x1, y1) {
@@ -536,34 +631,6 @@
}
}
-/*************************************************************************
- Make deserts until we have enough of them.
-**************************************************************************/
-static void make_deserts(void)
-{
- int x, y, i = map.deserts, j = 0;
-
- /* "i" is the number of desert clumps made; "j" is the number of tries. */
- /* TODO: j is no longer needed */
- while (i > 0 && j < 100 * map.deserts) {
- j++;
-
- /* Choose a random coordinate between 20 and 30 degrees north/south
- * (deserts tend to be between 15 and 35; make_desert will expand
- * them). */
- if (rand_map_pos_temperature(&x, &y,
- 65 * MAX_TEMP / 100, 80 * MAX_TEMP / 100,
- T_GRASSLAND)){
- make_desert(x, y, hmap(x, y), 50, map_temperature(x, y));
- i--;
- } else {
- /* If rand_map_pos_temperature returns FALSE we may as well stop
- * looking. */
- break;
- }
- }
-}
-
/*********************************************************************
Returns the number of adjacent river tiles of a tile. This can be 0
to 4. -Erik Sigra
@@ -814,7 +881,7 @@
if (adjacent_river_tiles4(x, y) != 0
|| adjacent_ocean_tiles4(x, y) != 0
|| (map_get_terrain(x, y) == T_ARCTIC
- && map_temperature(x, y) < 8 * MAX_TEMP / 100)) {
+ && map_temperature(x, y) < 0.8 * COLD_LEVEL)) {
freelog(LOG_DEBUG,
"The river ended at (%d, %d).\n", x, y);
@@ -1026,18 +1093,6 @@
free(river_map);
river_map = NULL;
}
-
-/**************************************************************************
- make_plains converts 50% of the remaining grassland to plains, this should
- maybe be lowered to 30% or done in batches, like the swamps?
-**************************************************************************/
-static void make_plains(void)
-{
- whole_map_iterate(x, y) {
- if (map_get_terrain(x, y) == T_GRASSLAND && myrand(100) > 50)
- map_set_terrain(x, y, T_PLAINS);
- } whole_map_iterate_end;
-}
/****************************************************************************
Return TRUE if the terrain at the given map position is "clean". This
means that all the terrain for 2 squares around it is either grassland or
@@ -1142,7 +1197,7 @@
if (hmap(x, y) < tres)
map_set_terrain(x, y, T_OCEAN);
else {
- map_set_terrain(x, y, T_GRASSLAND);
+ map_set_terrain(x, y, T_NOTPLACED);
count++;
}
} whole_map_iterate_end;
@@ -1155,13 +1210,11 @@
renormalize_hmap_poles();
make_polar_land(); /* make extra land at poles*/
- make_mountains(maxval*8/10);
- make_arctic();
- make_tundra();
- make_forests();
- make_swamps();
- make_deserts();
- make_plains();
+ make_relief(); /* base relief on map */
+ make_arctic(); /* TODO handle in make_texture */
+ make_tundra(); /* TODO handle in make_texture */
+ make_swamps(); /* TODO handle in make_texture */
+ make_texture();/* place forest/dessert/grass amd plains */
make_fair();
make_rivers();
}
@@ -1655,9 +1708,9 @@
static void adjust_terrain_param(void)
{
int total;
- int polar = 5; /* FIXME: convert to a server option */
+ int polar = ICE_BASE_LEVEL * 100 / MAX_TEMP;
- total = map.mountains + map.deserts + map.forestsize + map.swampsize
+ total = map.mountains + map.forestsize + map.swampsize
+ map.grasssize;
if (total != 100 - polar) {
@@ -2342,6 +2395,17 @@
#define DMSIS 10
/**************************************************************************
+ make_plains converts 50% of the remaining grassland to plains, this should
+ maybe be lowered to 30% or done in batches, like the swamps?
+**************************************************************************/
+static void make_plains(void)
+{
+ whole_map_iterate(x, y) {
+ if (map_get_terrain(x, y) == T_GRASSLAND && myrand(100) > 50)
+ map_set_terrain(x, y, T_PLAINS);
+ } whole_map_iterate_end;
+}
+/**************************************************************************
island base map generators
**************************************************************************/
static void mapgenerator2(void)
diff -ruN -Xfreeciv/diff_ignore freeciv/server/stdinhand.c
freeciv_/server/stdinhand.c
--- freeciv/server/stdinhand.c 2004-07-31 08:21:55.000000000 +0200
+++ freeciv_/server/stdinhand.c 2004-08-06 18:02:13.036103912 +0200
@@ -369,7 +369,7 @@
GEN_INT("grass", map.grasssize,
SSET_MAP_GEN, SSET_ECOLOGY, SSET_SITUATIONAL, SSET_TO_CLIENT,
- N_("Amount of grass squares"), "", NULL,
+ N_("Amount of grass and plains squares"), "", NULL,
MAP_MIN_GRASS, MAP_MAX_GRASS, MAP_DEFAULT_GRASS)
GEN_INT("forests", map.forestsize,
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up,
Marcelo Burda <=
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Marcelo Burda, 2004/08/06
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Marcelo Burda, 2004/08/07
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Jason Short, 2004/08/09
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Marcelo Burda, 2004/08/10
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Marcelo Burda, 2004/08/10
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Marcelo Burda, 2004/08/13
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Marcelo Burda, 2004/08/13
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Marcelo Burda, 2004/08/13
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Marcelo Burda, 2004/08/15
- [Freeciv-Dev] (PR#9627) PATCH: correct some parameters in map generator and clean-up, Marcelo Burda, 2004/08/22
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